
Learn to rig game-ready characters in Maya for beginners, from optimizing models and creating joints with inverse kinematics to skinning, animation controls, and export-ready rigs for game engines.
Explore rigging as a system of bones, skin, and controls that drive models and facial expressions, enabling character animation in 3D.
Explore the Maya interface and shelf organization for modeling, rigging, and animation. Learn to use move, rotate, scale, select, and the channel box to position and animate objects.
Prepare a textured, low-poly character for game engines by using texture detail and normal maps, managing the outliner and panels, and combining meshes with history deletion for performance.
Organize your rig by renaming the mesh with a model suffix and centering the pivots at the center of the universe, using grid snapping to ensure clean, animatable transforms.
Learn to use Maya display layers to organize rig components, control visibility, and lock selections, then switch between template, reference, or playback modes for clean animation workflows.
Define the character's actions and behaviors and design rigging with facial, eyes, eyebrows, hair, and body controls to enable expressive animation in games and films.
Master object hierarchies in Maya, using the outliner, parenting, and pivot snapping to create rigs where a lid follows a box’s movements.
Explore Maya joints, focusing on the parent–child relationship and pivot points that drive a joint chain for rigging. Create joints, observe automatic parenting, and read hierarchies in the outliner.
Create joints from orthographic views in Maya to ensure accurate placement and predictable orientation; learn to reorient joints with the joint orient and freeze transformations for clean rotation data.
Learn to manage local orientation versus world orientation of joint objects in Maya rigging, align the entire bone chain, and use the local rotation axis for consistent controls.
Create a leg joint chain in Maya using the create joints tool, x-ray view, and clean joint orientation to build a game-ready leg skeleton, prepping IK and FK integration.
Compare forward kinematics and inverse kinematics in maya rigging, showing how fk drives from the top while ik uses a bottom-driven handle for flexible twists.
Apply the IK handle to the leg in Maya, connect the thigh and left ankle joints, and experience natural inverse kinematics versus FK, while organizing and renaming the IK control.
Use maya's mirror joint tool to quickly duplicate the leg joints by mirroring across the yz plane, using the behavior option for correct mirrored rotation and automatic IK handle mirroring.
Learn to add a pelvis bone that drives the lower body by centering a locator between the thigh joints using a points constraint, then align joint orientation for game rigging.
Create a flexible spine by building torso joints from pelvis to neck, using locators to snap joints, inserting intermediate joints, and parenting pelvis to the root joints for unified control.
Add the neck, head, and jaw joints with the create joints tool, parent them under the previous joint, optimize orientation, rename for clarity, and test rotation to complete the skeleton.
Create the arm joints in top view with snap to projection center, set a preferred angle for the ik system, and zero out joint orientation for clean, aligned topology.
Create arm joints using the Create Joints and insert joints tools in wireframe. Align joints with orient channels and a preferred angle for IK, keeping topology clean for animation.
Add clavicle joints in Maya to control the shoulder region for realistic movement, duplicating the arm chain, adjusting orientation, and parenting to chest to ensure cohesive rigging.
Create and position finger joints in Maya from a top view, segmenting a single bone to form knuckles, duplicating for other fingers, and freeze transformations for clean, consistent joint orientation.
test finger joint movement by selecting the finger hierarchy, rotate in object mode to verify consistent orientation and additive z-axis motion, then rename joints using a B_l naming scheme.
Add an IK system to the arm in Maya by selecting the shoulder as the root and the wrist joints as the IK handle to drive realistic bending.
Mirror the left arm chain across the clavicle with the mirror joints tool to create the right side, then manually add the ikee handle if needed and rename joints.
Add a shoulder protector joint to control its movement and prevent intersections, parent it to the clavicle, and enable sticky Ikee handle dynamics for natural clavicle-driven arm motion.
Create and position eye joints at the center of the eyeball for stable rotation, then mirror to the other eye and parent to the head bone.
Create eyelid joints from eyeball joints to enable blinking, duplicate and orient upper and lower lids, flip the lower lid 180 degrees on the x axis for opposite motion.
Add necklace joints to control pendulum motion, orient and name them, and parent to the chest for synchronized movement, preparing for the upcoming scanning process.
Organize and optimize a Maya character rig by grouping scene objects, locking channels, and creating a scalable global and visibility control hierarchy, preparing for efficient scanning.
Learn how to bind a polygon mesh to a joint hierarchy in Maya, paint skin weights with the skin weight tool, and control deformation using bind skin options.
Master painting skin weights in Maya by using the paint skin weight tool with replace, add, and smooth operations, and compare black-and-white and color ramp maps to refine vertex influences.
Start skinning early in Maya to keep the scene clean, let you select the skeleton, its joints, and vertices while evaluating deformations and avoiding clutter from animation controls and constraints.
Select joints with the B prefix using a wildcard in Maya, bind skin with closest distance, adjust weight distribution, and review the colorized skeleton for refining skinning.
Learn to manage influence joints in Maya by adding or removing joints from a skin cluster, verify with weight store, and use lock weights to preserve areas while painting influences.
Refine character skinning in Maya by painting weights with the Paint Skin Weights tool, adjust joint influences, and test deformations through animation and mirrored weight transfer.
Discover how the hammer skin weights tool for Maya speeds up skinning by smoothing edge loops with one click, enhancing deformation performance in game character rigging.
Explore how the hammer skin weights tool in Maya smooths harsh deformations with one click, smoothing edges and refining vertex weights for organic character rigs.
Master the components editor in Maya to assign vertex weights to joints, streamline skinning, and refine deformations using vertex selections and high zero columns.
Apply the components editor in Maya to assign vertex weights to the root and shoulder protector joints, correcting deformations of rigid objects like the stone and shoulder protector.
Refine head deformations in Maya by painting skin weights for the head, neck, eyes, and teeth, using the components editor and mirror skin weights to achieve smooth, accurate animations.
Learn to deform the eyelids in Maya by painting skin weights and setting rotation keys for upper and lower eyelids to achieve natural blinking.
Learn to correct arm deformations in Maya by painting skin weights, adjusting shoulder, elbow, and clavicle influences, and refining volume for natural, cohesive movement.
Refine wrist and finger deformations in Maya by painting skin weights and adjusting knuckle influences for smooth, volume-preserving hand motion.
Refine body skin deformations across the root, back, and chest joints using weight painting, brush size and opacity, and topology-aware smoothing for smooth, natural motion.
Isolate the pendulum stone’s influence by using the components editor to assign vertices to one and remove chest influence; test by rotating joints to verify clean deformations.
Use the mirror skin weights tool to copy weights from left to right with one-to-one association, closest points, and normalization, saving time while addressing asymmetrical areas manually.
Explore how animation controls cleanly drive joint chains in Maya by using 2D shape controls, constraints, and a hierarchical setup to create robust, editable rigs.
Create a global control in Maya by modeling a circle, adjusting vertices for shape, renaming for clarity, and applying color overrides to differentiate left, right, and center animation controls.
Create leg controls in Maya using circles shaped to the leg, align gizmo orientation to the object, reuse control vertices to adjust shape, and duplicate/mirror for other leg with color-coding.
Create the pelvis control with a circle shape, snap it to the pelvis joint, adjust control vertices for easy selection, and freeze transformations for a clean, ready-to-use setup.
Create spine controls in Maya to manage the back and chest using a custom square shape, grid snapping, and pivot-centered alignment for easy animation.
Build a center of gravity control in Maya that drives the upper body while keeping the legs stationary, using curve tools, snapping, and component mode.
Create a circle neck control, shape it for easy grabbing, and align it over the neck joint. Freeze transformations, snap the pivot, rename it neck_01, and select the yellow shade.
Build the head and jaw controls in Maya by surrounding a circle around the head, aligning pivot points to the head joint, and shaping the jaw control for smooth movement.
Create necklace controls from simple circles and snap them to the necklace joints for each section. Duplicate for the other joints, align pivots, and freeze transforms for clean animation controls.
Create square clavicle controls in Maya with kvcr, align pivots to origin, mirror with -1 scale on x axis, then freeze transforms and color left blue, right red.
Create the shoulder protector control from a circle shape, snap it to the shoulder protector joint, reshape and reorient it, and freeze transformations while coloring it red.
Create arm controls in Maya by shaping and resizing a circle, align pivots to the wrist, mirror to the right, assign blue left and red right, and freeze transformations.
Constrain animation controls to each joint with maintain offset, clean transforms for predictable rigging, and test a hierarchy of parent constraints from head to pelvis to ensure smooth character animation.
Trace over 3D mesh to create elbow and knee animation controls with snap 2.0, then export shapes to a repository for reuse and drive joints with the pull vector constraint.
Set up elbow and knee controls to drive twisting of leg and arm chains via virtual constraint. Achieve a clean pull vector constraint by correcting knee position with polygon tools.
Create eye controls in Maya to drive eye rotation using a plus-shaped control and a global eye console; align joints and apply aim and point constraints and freeze transforms.
learn to drive eye rotation with an aim constraint on left and right eye controls, preserving offset and using a global eye controller to avoid flipping when controls are close.
Learn to constrain arm and leg IK handles in Maya with point and orient constraints, maintaining offset so a single control governs position and wrist or foot orientation.
Organize character rigs by establishing proper hierarchies among control objects, parenting neck, head, jaw, chest, clavicle, and pelvis under center of gravity for natural, coordinated movement and a cleaner outliner.
Organize your Maya scene by grouping controls and using a global console to transform the entire rig, and avoid nesting the model to prevent double transformations.
Add custom attributes in Maya to control movement, create a float translate X channel, and connect it with the connection editor for finger rig control.
Explore set driven keys in maya, comparing them to the connection editor, and learn to drive a cube with a locator using the set driven key dialog box.
Learn to add blinking attributes to a Maya rig, create left and right blink controls, and drive eyelid joints with a global eye control to enhance facial realism.
Master finger rigging in Maya via 2D shape controls around knuckles or a global hand control with extra attributes, wiring index A/B/C joints through the connection editor for rotation z.
Develop an inverse foot system in Maya by duplicating ankle and toe joints, reversing their parent order, and using reroute skeleton to keep the toes planted as the heel lifts.
Constrain and drive the inverse foot roll joints by using either orient constraints or an ik system, wiring ik handles to inverse joints with parent constraints for natural foot movement.
Finish inverse foot roll system in Maya by using set driving key dialog box and extra controls to drive heel and toe joints, with Graph Editor tweaks for smooth transitions.
Finalize and optimize the Maya character rig by cleaning up animation controls, locking unused channels, nesting joints into display layers, and simplifying visibility to enable smoother, more efficient animation.
Conclude by finalizing a game-ready character rig in Maya, featuring joints, inverse kinematics, skinning, animation and facial controls, eye AI, and a robust foot roll, optimized for any game engine.
Welcome to The ULTIMATE Guide on Game Character Rigging for Maya in 2026!
(( Side Note: Everything taught in this course is applicable to all Autodesk Maya versions ))
This course is your track to building amazing attractive game character rigs that will stand up as professional work. Whether for your own games or for other peoples projects.
Learning 3D rigging can be very confusing and time-consuming when doing it by yourself, add to that optimizing your character rigs to be used inside game engines. For this reason I've dedicated all my time and effort to build this thorough course about game character rigging in maya. I want to make the learning process easy for you, going through all the tools and concepts of rigging in very detailed videos.
Throughout this course we will be exploring all the basic principles of rigging from A to Z while learning the proper techniques to create efficient and flexible rigs ready to be animated inside any game engine of your choice with the most popular and powerful 3D art program, "Autodesk Maya"
As the industry standard 3D animation software, learning Autodesk Maya is a great skill to help you land a job in the film, music and gaming industry. In this course, you'll learn how to create your entire characted rig optimized for game engines from scratch.
Beginner to the world of 3D Rigging and Game industry?
We start super simple so you need no prior experience of Autodesk Maya! With our online tutorials, you'll be amazed at what you can achieve. We believe project-based learning is the best way to learn 3D Rigging for games inside Autodesk Maya.
Learn by doing real world projects!
This course is project-based, so you will applying your new skills immediately to real 3D models.
In this course, we will create a full character rig where you will learn the industry-standard methods for creating character rig for games that I have refined throughout my years of experience in the games industry.
The information is taught in a “big picture” way so that you can follow along with your own biped character models and learn as you create your own products. However, if you don't have your own model we provide the model shown in the tutorial.
We want to make the learning process easy to understand for you, covering all tools and concepts of rigging. All the project files will be included, as well as additional references and resources - you'll never get stuck!
The Best Part?
By the end of the course, you'll truly be inspired by your own skills, and confident in using Autodesk Maya.
On top of that, we're going to have fun and end each video in a positive way that will leave us ready for whatever maya or life throws at us!
All at your fingers tips instantly. This is what's also included in the package:
Up-to-date HD-quality videos, that are easy to search and reference
13+ hours of easy-to-follow tutorials
Additional animation and rigging lessons.
You will get full lifetime access for a single one-off fee
Downloadable project files for every step of the course (solutions included)
Premium support (Q&A) to help you as you take the course
Premium Support
I will be available for you throughout the whole course, so feel free to send me a message if you encounter any issues. I will help you solve it as soon as possible over Udemy.
Additionally, you can benefit from our world-class support from both other students, and the instructors who are on the forums regularly.
This course is for you if...
You want to gain a true and deep understanding of 3D RIgging and Animation as it relates to games.
You have been trying to learn Rigging in maya but: 1) still don't really understand Maya, or 2) still don't feel confident to rig you own characters
You already know 3d rigging basics but looking for more advanced topics. This course includes additional awesome and very useful techniques for optimizing your rigs for game engines!
You want to get started with 3d rigging and creating animations for games using maya: Autodesk Maya is a great and very powerful software for 3D Rigging and Animation!
Our 30-day 100% money-back guarantee!
Don’t believe me? I offer you a full money back guarantee within the first 30 days of purchasing the course.
I want you to be happy. If there's any reason you aren't enjoying the course, and getting what you expected, I'll refund your money.
So it's a complete no-brainer, sign up today with ZERO risk and EVERYTHING to gain.
Ready to have fun?
If so, then start this adventure today, and join me and 10000+ other animators in the only 3D rigging course that you will ever need!
I am looking forward to seeing you on the course! Remember 3D Rigging and animation is all about having fun too. The learning curve may be steep but it's just a curve and we can all get over it. Have fun along the way!!